












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Infinite |
Mode | Insane Adventure |
Sex | Female |
Race | Cornac |
Class | Shadowblade |
Level / Exp | 33 / 52% |
Size | medium |
Lifes / Deaths | Killed by Siluvea the fire drake at level 19 on the 11st Dusk 122nd year of Ascendancy at 20:40 0 / 7Killed by Isorann the fire drake hatchling at level 19 on the 11st Dusk 122nd year of Ascendancy at 21:52 Killed by Betelerin the dreaming horror at level 29 on the 43rd Dusk 122nd year of Ascendancy at 01:12 Killed by Betelerin the dreaming horror at level 29 on the 43rd Dusk 122nd year of Ascendancy at 06:47 Killed by Polorata the slimy ooze at level 32 on the 60th Dusk 122nd year of Ascendancy at 13:19 Killed by Poltergeist Obliterator at level 33 on the 62nd Dusk 122nd year of Ascendancy at 06:51 Killed by ritch flamespitter at level 33 on the 63rd Dusk 122nd year of Ascendancy at 10:29 |
Primary Stats
Strength | 15 (base 10) |
Dexterity | 59 (base 59) |
Constitution | 14 (base 10) |
Magic | 54 (base 40) |
Willpower | 16 (base 10) |
Cunning | 53 (base 45) |
Resources
Life | -128/729 |
Mana | 34/382 |
Stamina | 0/228 |
Healing Factor | 1.0372895330003 |
Regeneration | 8.5576386472529 |
Speed
Mental | +5.0182080713057E-12% |
Attack | 0% |
Movement | 0% |
Spell | +4.9960036108132E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 5 |
See Stealth | 34.470023594311 |
See Invisible | 34.470023594311 |
Offense: Mainhand
Damage | 67 |
Accuracy | 58 |
Crit Chance | 30% |
APR | 21 |
Speed | 1.00 |
Offense: Offhand
Damage | 52 |
Accuracy | 58 |
Crit Chance | 33% |
APR | 24 |
Speed | 1.00 |
Offense: Spell
Spellpower | 48 |
Crit Chance | 19% |
Speed | 0.99999999999995 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Acid | +5% |
Lightning | +3% |
Light | +10% |
Darkness | +40% |
Blight | +9% |
Physical | +36% |
Cold | +10% |
All | 0% |
Offense: Damage Penetration
Acid | +45% |
Lightning | +45% |
Darkness | +44% |
Cold | +33% |
Arcane | +40% |
Mind | +50% |
All | +25% |
Defense: Base
Armour (hardiness) | 13 (51.69962066283%) |
Defense | 82 |
Ranged Defense | 82 |
Fatigue | 0 |
Physical Save | 10 |
Spell Save | 22 |
Mental Save | 26 |
Defense: Resistances
Acid | + 5%( 70%) |
Light | + 15%( 70%) |
Temporal | + 14%( 70%) |
Darkness | + 70%( 70%) |
Physical | + 3%( 70%) |
Lightning | + 23%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Bleed Resistance | 10% |
Confusion Resistance | 20% |
Teleport Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 577% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 113 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Duelist | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 5/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 13): Pacifist | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 16): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Kill 3 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 17): Headhunter0 / 3 demon spawn killed. | failed |
Proceed directly to the next Infinite Dungeon level in less than 194 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 18): Rush Hour (194)Turns left: -1 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 19): Exterminator | active |
Wake up and kill the dreaming horror boss 'Betelerin the dreaming horror'. Infinite Dungeon Challenge (Level 23): Dream Hunter | failed |
Proceed directly to the next Infinite Dungeon level in less than 92 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 26): Rush Hour (92)Turns left: -1 | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 27): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 146 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 28): Rush Hour (146)Turns left: -1 | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 6): Near SightedYou completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 7): ExterminatorYou completed the challenge and received: Random Artifact: Bleakclamor (107% power, 2 apr, acid element) | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +4 Con dps ---------- Phys.crit +3.0% Phys.pwr +3 (+1 eff.) Dmg.mod +15% physical Apr +8 ----- def ----- Armour +3 HP.reg +4.00 Blind- +20% Confus- +20% A pair of boots made of leather. |
Quiver | ![]() 3.0 T4 arrow ammo [Unique] Arcane Power 142% Range: 1.4x Uses 60% Dex, 20% Mag, 50% Str Dmg Bright light Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +2.0% Capacity 25 Proj.spd +300% On Hit: * 25% chance to blind Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
Light source | ![]() 1.0 T3 lite [Random Unique] Nature/Master While equipped: Stats +2 Mag dps ---------- Spell.pwr +5 (+1 eff.) S.pwr/crit +4 Res.pen +15% lightning ----- def ----- Max.HP +41.00 ---------- misc Max.mana +40.00 Light +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +10% light +6% physical Res.pen +20% acid ----- def ----- Defense +6 (+1 eff.) Resists +15% light Max.HP +40.00 Disease- +20% Teleport- +10% Def/telep +15 Res/telep +15% Dur/telep +15% A pointy cloth hat, very wizardly... |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Str +2 Wil dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 8 acid Dmg.mod +5% acid Res.pen +10% mind ----- def ----- Armour +2 Fatigue +3% Resists +5% acid HP.reg +4.00 ---------- misc Stam/turn +0.50 Max.stam +17.00 Max.hate +4.00 Infravis +1 Unarmed combat: Power 129% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +10 acid On Hit: 10% Nightmare 3 On Hit: 10% Corrosive Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T4 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +15% physical ----- def ----- Die.at -80.00 life ---------- misc Max.vim +50.00 Setup a psionic shield, reducing all damage taken by 99 for 5 turns Puts all charms on 22 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +22% darkness Res.pen +15% arcane Melee Ret 2 arcane ----- def ----- Fatigue -4% Resists +44% darkness ---------- misc Max.enc +21 Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Rare] Arcane While equipped: Stats +2 Str dps ---------- Phys.crit +4.0% Phys.pwr +7 (+2 eff.) Spell.pwr +9 (+3 eff.) Mind.pwr +13 (+7 eff.) Apr +2 ----- def ----- Defense +30 (+6 eff.) Die.at -20.00 life Rings make your fingers look great! |
Around neck | ![]() 0.1 T5 amulet jewelry [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +3% lightning ----- def ----- Resists +12% darkness +3% physical Max.HP +40.00 Cut- +10% Def/telep +15 Res/telep +15% Dur/telep +15% Amulets make your neck look great! |
In main hand | ![]() 1.0 T3 dagger 1H weapon [Ego++] Arcane/Psionic Power 120% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * Create an explosion dealing 83 cold damage (1/turn) * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Dmg.mod +10% cold Res.pen +8% cold Sharp, short and deadly. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +3% darkness Res.pen +5% lightning ----- def ----- Defense +9 (+2 eff.) Stealth +6 ---------- misc Stam/turn +3.00 A belt that goes around your waist. |
In off hand | ![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 129% Range: 1.3x Uses 50% Cun, 50% Dex, 15% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 17 out of 5/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 151.47 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) S.pwr/crit +6 Dmg.mod +10% darkness +9% blight Res.pen +9% darkness ----- def ----- Defense +2 (+0 eff.) Resists +24% darkness +14% temporal Stealth +8 Def/telep +21 Res/telep +12% Dur/telep +12% ---------- misc Vim/s.crit +2.00 Max.mana +20.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T5 light armor Reqs Str 20 [Rare] Master While equipped: Stats +4 Cun dps ---------- Crit.mult +10.00% Res.pen +15% mind ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +23% lightning Crit.chn- 5.00% Mind.save +9 (+5 eff.) ---------- misc Psi/ret +0.08 A suit of armour made of leather. |
Inventory
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 370 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 T3 amulet jewelry [Ego+] Nature While equipped: Stats +5 Lck +4 Str dps ---------- Acc +11 (+3 eff.) ----- def ----- Defense +8 (+2 eff.) Unseen.red 16% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Disrupt While equipped: Stats +4 Con dps ---------- Crit.mult +5.00% Dmg.mod +6% physical Acc +20 (+6 eff.) Apr +2 ----- def ----- Defense +30 (+6 eff.) Resists +12% nature +12% blight Poison- +24% Disease- +26% Amulets make your neck look great! |
![]() 0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Acc +8 (+3 eff.) Apr +10 ----- def ----- Defense +11 (+2 eff.) Resists +8% nature +5% blight Poison- +23% Disease- +25% Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! It was changed by the digestive sack. |
![]() 1.0 T3 dagger 1H weapon [Random Unique] Master/Psionic Power 117% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit.r2 +12 darkness On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Acc +8 (+3 eff.) On Hit (Melee): * 10% chance to reduce damage dealt by 18% * 20% chance to reduce all saves and defense by 22 ----- def ----- Defense +6 (+1 eff.) Resists +3% darkness Disarm- +31% Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Random Unique] Arcane/Master Power 118% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +9 blight On Crit.r2 +12 lightning On Hit: * 8% chance to reduce strength, dexterity, and constitution by 24 * Create an explosion dealing 83 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +6% light +13% fire Res.pen +8% all +11% fire Acc +5 (+2 eff.) Apr +6 Melee Ret 8 light Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 100% Range: 1.3x Uses 20% Cun, 20% Dex Dmg Darkness Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
![]() 1.0 T3 dagger 1H weapon [Random Unique] Arcane/Psionic Power 119% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +7 darkness +4 acid Against +11% Living On Hit.r1 +5 fire On Crit: * Splash the target with acid dealing 138 damage over 5 turns and reducing armor and accuracy by 18 While equipped: Stats +3 Wil dps ---------- Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Res.pen +10% acid Melee Ret 6 mind ----- def ----- Mind.save +6 (+3 eff.) Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 50% Dex, 50% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+3 eff.) Phys.save +15 (+12 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 1.0 T3 dagger 1H weapon [Ego+] Nature/Master Power 127% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +4 Str +3 Dex +4 Mag +4 Wil +3 Cun +3 Con Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego++] Arcane/Nature Power 115% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +5 blight On Hit: 20% Epidemic 3 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 24 While equipped: Stats +7 Con +7 Wil ----- def ----- Max.HP +22.00 Disease- +16% Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego++] Nature/Master Power 134% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +11 Con +8 Wil dps ---------- Phys.pwr +8 (+3 eff.) Res.pen +7% physical ----- def ----- Max.HP +10.00 Disarm- +16% Sharp, short and deadly. |
![]() 5.0 T3 greatmaul 2H weapon Reqs Str 24 [Rare] Arcane Power 154% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +6.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 138 damage over 5 turns and reducing armor and accuracy by 18 While equipped: Stats +4 Wil ----- def ----- Armour +10 Phys.save +18 (+14 eff.) ---------- misc Max.stam +30.00 Massive two-handed mauls. |
![]() 3.0 T3 longsword 1H weapon Reqs Str 24 [Rare] Master Power 137% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +27% lightning +12% acid Res.pen +15% mind ----- def ----- Resists +15% lightning +6% mind Sharp, long, and deadly. |
![]() 3.0 T3 mace 1H weapon Reqs Str 24 [Rare] Arcane Power 133% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +5 cold While equipped: dps ---------- Res.pen +20% mind +15% cold ----- def ----- Resists +6% acid +24% cold +9% mind Blunt and deadly. |
![]() 3.0 T4 mace 1H weapon Reqs Str 35 [Rare] Master Power 154% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +21% acid +9% light +6% arcane Res.pen +20% arcane On Hit (Melee): * 10% chance to reduce armor by 34% ----- def ----- Resists +6% light +5% arcane ---------- misc Light +3 Blunt and deadly. |
![]() 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature Power 93% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 5 acid Dmg.mod +7% acid Res.pen +7% acid ----- def ----- Resists +9% acid HP.reg +3.00 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T3 sling 1H weapon Reqs Shoot [Random Unique] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Proj.spd +200% Ranged+ +4 temporal On Hit.r1 +12 light On Crit.r2 +4 light +41 fire While equipped: Stats +4 Str +2 Cun dps ---------- Phys.pwr +9 (+3 eff.) All.spd +4% Phys.spd +10% Dmg.mod +12% mind Res.pen +9% fire ---------- misc Max.hate +2.00 Light +1 Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T4 staff 2H weapon [Normal] Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+4 eff.) Dmg.mod +25% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Str +7 Con dps ---------- Phys.crit +2.0% Phys.pwr +20 (+7 eff.) Dmg.mod +3% arcane ----- def ----- Defense +2 (+0 eff.) ---------- misc Stam/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 cloth armor [Random Unique] Nature/Master While equipped: Stats +5 Str +5 Mag +4 Wil dps ---------- Dmg.mod +11% lightning +5% physical +12% nature +7% cold On Hit (Melee): * 10% chance to reduce damage dealt by 18% ----- def ----- Armour +3 Defense +2 (+0 eff.) Resists +7% lightning +6% darkness +3% mind +6% cold +18% nature +9% all Phys.save +17 (+13 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Random Unique] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+2 eff.) Dmg.mod +14% acid +11% fire Res.pen +15% blight ----- def ----- Resists +21% acid +16% fire +9% all Mind.save +17 (+9 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Rare] Nature While equipped: Stats +2 Cun dps ---------- Crit.mult +15.00% S.pwr/crit +10 Dmg.mod +20% nature Phasing +20% Melee Ret 4 arcane ----- def ----- Resists +30% nature +11% all Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +2 See.Invis +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+2 eff.) Resists +30% nature +11% all Phys.save +10 (+10 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Spell.pwr +10 (+3 eff.) Res.pen +20% blight ----- def ----- Armour +1 Resists +9% darkness Phys.save +7 (+7 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% A pair of boots made of leather. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +3 Mag +5 Con dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +8 Hardiness +5% Fatigue +1% Resists +5% physical Unarmed combat: Power 99% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% Melee+ +5 arcane On Crit.r2 +6 arcane On Hit: 5% Stone Touch 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +4 Wil dps ---------- Crit.mult +5.00% ----- def ----- Armour +11 Defense +4 (+1 eff.) Fatigue +4% Resists +7% lightning +8% temporal +4% all Phys.save +18 (+14 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +10 Dex dps ---------- Crit.mult +10.00% Apr +2 ----- def ----- Armour +4 Fatigue +4% Resists +8% lightning +8% temporal Crit.chn- 15.00% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Ego+] Master While equipped: Stats +5 Str ----- def ----- Armour +1 Fatigue +1% Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 67.1 Physical damage. If the attack hits, the target is confused (41% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +11% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 9.0 T3 light armor Reqs Str 16 [Rare] Master While equipped: Stats +4 Mag ----- def ----- Armour +6 Defense +19 (+4 eff.) Fatigue +8% Resists +18% acid +6% light ---------- misc Mana/turn +0.12 Max.psi +20.00 A suit of armour made of leather. |
![]() 6.0 T4 mummy armor [Normal] While equipped: Stats +3 Mag dps ---------- Spell.pwr +9 (+3 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+8 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+8 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 lite [Rare] Arcane While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Resists +3% blight +17% fire Phys.save +3 (+3 eff.) Disease- +20% Disarm- +20% Stun/Frz- +20% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% fire +3% nature +3% cold Res.pen +10% cold ----- def ----- Resists +6% nature Mind.save +5 (+3 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 104% of the healing done. This effect scales with your Magic stat.. Uses 64 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: Stats +2 Con dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +20% physical ---------- misc Max.stam +30.00 Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 13 cooldown 100% to reduce fatigue by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 wand charm [Random Unique] Arcane While equipped: Stats +5 Wil dps ---------- Spell.crit +2% ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.vim +10.00 Create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Eyalm the Cornac Shadowblade level 31
54th Dusk 122nd year of Ascendancy at 23:24 see stats
By Eyalm the Cornac Shadowblade level 22
22nd Dusk 122nd year of Ascendancy at 16:47 see stats
By Eyalm the Cornac Shadowblade level 13
4th Flare 122nd year of Ascendancy at 01:42 see stats
By Eyalm the Cornac Shadowblade level 25
29th Dusk 122nd year of Ascendancy at 17:43 see stats
By Eyalm the Cornac Shadowblade level 10
9th Mirth 122nd year of Ascendancy at 01:57 see stats
By Eyalm the Cornac Shadowblade level 20
12nd Dusk 122nd year of Ascendancy at 18:50 see stats
By Eyalm the Cornac Shadowblade level 30
47th Dusk 122nd year of Ascendancy at 09:37 see stats
By Eyalm the Cornac Shadowblade level 27
35th Dusk 122nd year of Ascendancy at 23:33 see stats
By Eyalm the Cornac Shadowblade level 19
11st Dusk 122nd year of Ascendancy at 20:37 see stats
By Eyalm the Cornac Shadowblade level 20
16th Dusk 122nd year of Ascendancy at 19:58 see stats
By Eyalm the Cornac Shadowblade level 22
23rd Dusk 122nd year of Ascendancy at 13:30 see stats
By Eyalm the Cornac Shadowblade level 15
8th Flare 122nd year of Ascendancy at 19:46 see stats
Log
Eyalm hits Cave troll for 122 cold damage.
Eyalm hits Ritch flamespitter for 102 cold damage.
Eyalm hits Turtle for 51 cold damage.
Phantasmal Shield hits Aerana the giant blue ant for 51 light damage.
Phantasmal Shield hits Cave troll for 80 light damage.
Phantasmal Shield hits Ritch flamespitter for 80 light damage.
Phantasmal Shield hits Turtle for 21 light damage.
Melee retaliation hits Eyalm for 33 cold, 15 cold (47 total damage).
Siliratira the worm that walks casts Drain.
Eyalm reacts to damage from Siliratira the worm that walks, mitigating the blow!.
Siliratira the worm that walks misses Eyalm.
Siliratira the worm that walks misses Eyalm.
Siliratira the worm that walks hits Eyalm for (152 reacted , -5 stam), 232 blight (232 total damage).
Giant spider uses Spit Poison.
Eyalm reacts to damage from Giant spider, mitigating the blow!.
Giant spider hits Eyalm for (58 reacted , -5 stam), 88 nature (88 total damage).
Eyalm casts Illuminate.
Turtle misses Eyalm.
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
Eyalm reacts to damage from Ritch flamespitter, mitigating the blow!.
Eyalm hits Giant spider for 66 light damage.
Eyalm hits Siliratira the worm that walks for 72 light damage.
Eyalm hits Aerana the giant blue ant for 75 light damage.
Eyalm hits Cave troll for 105 light damage.
Eyalm hits Ritch flamespitter for 88 light damage.
Eyalm hits Turtle for 41 light damage.
Ritch flamespitter hits Eyalm for (95 reacted , -5 stam), 146 fire (146 total damage).
Eyalm the level 33 cornac shadowblade was flamed to death by a ritch flamespitter on level 29 of Infinite Dungeon.